Chapter 4: Adding User Interaction and Productivity Tools
In this chapter, we will learn how to implement basic helpers to drastically simplify the debugging of graphical applications. There are a couple of demos implemented in OpenGL. However, a significant part of our code in this chapter is Vulkan-based. In Chapter 3, Getting Started with OpenGL and Vulkan, we demonstrated how to implement numerous helper functions to create and maintain basic Vulkan states and objects. In this chapter, we will show how to start organizing Vulkan frame rendering in a way that is easily extensible and adaptable for different applications.
We will cover the following recipes:
- Organizing Vulkan frame rendering code
- Organizing mesh rendering in Vulkan
- Implementing ...
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